Well, Raise Dead is the "ritual healing" I'm talking about. It works on any character with "dead" status.
That's obviously cool for you. In the games I have played over the decades though, we have always treated resurrections of any description as special - it's just how our group likes to play such things and how I think we'll continue to play things in 4E, even though as you say, it can be viewed as mechanically just a healing spell that can take even the most severely damaged creature/blob back to running around. As I tried to indicate before, my players are stuck in their ways and would not view dead as just a worse condition than dying.
GlaziusF said:
The game is built to encourage risk-taking.
I agree and I think this is a good thing in the 4E games I am playing. The price of failure is not as great as in previous versions or other games - you can normally dust yourself up and get back into the fray without too many hinderances. In case you hadn't noticed from previous posts/threads of mine, I actually like 4E, I like a lot of the things WotC have done with the game. Our group's enjoying it although we do have a handful of quibbles here and there. What edition of D&D has not produced such quibbles within a group?
Going right back to my first post in this thread, I have just tried to present a couple of mechanics relating to hit points/damage/healing in 3E and 4E that I think produce anomalies because the mechanics don't mesh well enough with the flavour they are trying to present.
GlaziusF said:
Well, then, give the players my handful of guidelines and tell them they're responsible for describing wounds to their own characters.
Fine but as I have said, the mechanics of the game don't inform the players very well how to do this - and while your guidelines work for you, they leave several ramifications that do not mesh with my group's play style. The style of game our group plays, the players more look to the mechanics and DM to define what is going on in the game. Your style of play is different (no better, no worse, just different).
GlaziusF said:
Lemme hit you with a little human information processing theory. Shannon and Weaver propose a unit of information called the "bit", which is equal to the negative log, base 2, of the probability of an occurrence. If there are four equally likely events, say, notification that one of them has happened contains 2 bits of information. Experimental research into reaction times and the like tends to show that the human brain, even from an exceptionally intelligent person, is about a 2 Hz processor (2 bits per second) with a working memory of perhaps 3 bytes -- 24 bits. It's frankly pathetic, but it's coupled with a crazy mad wonderful information storage and retrieval system, which is where most of the difference comes in.
Going freeform is slow because you've got to call up possibilities for what could happen next, and they take time to consider - unless you're working with mental scripts which tend to have the next step happen with a high probability, but if you go off-script things get slow again. A way to speed it up is to predetermine certain things, giving them a probability of 1 and effectively zero processing time. But that can become too predictable, so most systems with predetermined mechanics tend to incorporate random variety and lookup tables.
Systems that go too far down that road tend to hit not only processing gap but overload working storage - and Rolemaster is a great example of this. It's a way to basically experience page faults in real life. Some of my best times hacking and slashing, though, were in an online MUD with basically a Rolemaster engine - GemStone III and IV, if anyone's heard of those. The computer does the math and I absorb the results, and it worked out pretty well. Even the stuff that happened during special GM-intervention events was scripted to some degree - and I still remember 2 times when I think I actually dumped some severely unintended behavior into a script and "broke the game" by trying to introduce a narrative. If anybody's interested, I can spill.
I think a good middle ground is a system that gives you the guidelines to predetermine your own stuff ahead of time, like how you describe wounds or what the monsters look like and how they act. That way it doesn't have to overload processing and memory by trying to simulate all things to all people but still passes on an awful lot of processing savings to the end users.
That is one solution to the problem. Or you could have a mechanic that produces a result that can be quickly interpreted because the mechanic is clean and elegant and meshes well with the flavour it is representing.
Let's say for example that hit points only represented physical damage (the wherewithal to keep fighting, turn serious damage into grazing blows, luck, divine favor and all the other stuff is handled by other mechanics - AC, Defenses etc.). You have 10 hit points and can go all the way down to -10 hit points before dying. However, at zero hp or less, injuries are quite severe (involving a tracking system like you have with the Legbreaker! - which I'll comment on below).
You take 2 hit points of damage (still have 8 left). Enough to make you bleed but you can obviously suck it up (you could take 3 more of those puppies before they start to really hurt). You keep fighting taking a few bruises but your fighting resolve is still OK and you're health is obviously good enough to keep going. You then take 12 hit points of damage. Yep, that one really hurt, takes you to -4 and you're rolling on an injury track to see what's happened. You roll so-so, broken leg but you're still conscious but obviously badly wounded. Your situation is easily interpreted from the mechanics/processes involved. The player can immediately roleplay the situation knowing exactly what state, their PC is in. They don't have to worry about conveying misinformation.
A different but I think equally valid solution to the processing gap/overload you describe. The one thing human's are very good at doing is judging a situation quickly. Give them easily interpreted variables and I think most people are OK.
GlaziusF said:
And here's a special gift to Herremann: a Bugbear Legbreaker!
melee attack "Gentle Persuasion" (standard; recharge 56) +10 vs. AC, 1d12+4 damage and make a secondary attack: +10 vs. Fortitude, inflicts "Kneecapped".
Kneecapped - level 9 "disease", Endurance DC improve 19 worsen 14.
The character is cured
^
The character's speed is reduced by 1.
^ v
Initial State: The character is slowed.
^ v
The character loses 2 healing surges; these cannot be recovered until the character improves.
v
Final State: Whenever the character is first bloodied, he immediately falls prone. He cannot run or charge, and if he spends a move action to walk he falls prone again at the end of his turn (save ends)
Well done! I think injury tracks like the disease tracks already given are an excellent idea - not to all players tastes mind you but heh. In terms of the narrative of the game, it would fill a gap that is there as my previous little scenario tried to demonstrate. Thank you very much for the detailed input.
Best Regards
Herremann the Wise